Some issues I have encountered with the new version . . .

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stockwellpete
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Some issues I have encountered with the new version . . .

Post by stockwellpete »

I have just played a solo game of one of my own "converted" scenarios (Neville's Cross 1346) and encountered the following issues.

Before I am asked to provide screenshots or console logs or whatever, can I just say that sort of thing is a bit beyond me I'm afraid as my computer skills are not good - but if anyone else experiences these issues and can provide back-up evidence then that would be great . . .

1) Two steady English men-at-arms units attacked a steady Scottish spear unit; the first impact attack "fragmented" the unit, the second impact attack "routed" it. This is different from the original version in that a unit wouldn't get two cohesion drops in the same impact phase.

2) Throughout the game units displayed an "S" indicator to show that they were "severely disordered" even though they appeared to be standing on clear terrain. On closer inspection the terrain had a grey tinge to it but it was not as pronounced as "broken ground". As I designed the scenario myself I am fairly certain that these were written as clear hexes. Has anybody else noticed this?

3) When a unit has moved as far as it can and/or it has fired it goes a darker colour to signify that its turn is finished. However, some units retain their normal colour even when it is not possible to do anything else with them that turn.

4) It is now possible to move a unit part of its allowance, then go off and move other units, and then come back and complete the turn of the first unit. In the old version each unit completed its move in turn.

5) An English spear unit "routed" a Scottish spear unit after a melee, but then "disrupted" itself in pursuit.

6) A situation occurred where two adjacent English men-at-arms units were in contact with two adjacent Scottish spear units and one Scottish spear unit was routed by one of the English men-at-arms units, but then was pursued by the other English unit (because the successful English unit was still in contact with the other Scottish spear unit). This would not have happened in the original version.

7) "Routed" units regularly disappeared throughout the game even when there were plenty of empty hexes to rout through.

eight) A "routed" English unit moved straight through a "steady" English longbowmen unit without disrupting it! In subsequent turns I could not move or shoot the longbow unit - it remained stuck there until the end of the game. I was also able to move a friendly mounted knight unit into that hex after this.

9) One Scottish spear unit attacked a "steady" English spear unit on the end of the battleline. The English spear unit immediately "routed" and the English spear unit next to it then "fragmented". Nothing like this would happen in the original version, the most you might get is a "fragment" on the unit receiving, or delivering, the charge.

10) An English mounted knight unit routed a "fragmented" Scottish spear unit and while pursuing it came into contact with another enemy unit and proceeded to melee with in that same turn.

11) An English longbowmen unit moved past a Scottish skirmisher unit to hit the rear of a Scottish spearmen unit. The skirmisher unit did not evade at all and remained in contact with the English longbowmen unit. On the next turn the Scottish skirmisher unit could neither melee nor move away but after I ended the Scottish turn a melee with the English longbowmen unit did take place. On the next English turn the longbowmen unit was still free to move away and melee with another "fragmented" Scottish unit. I was unable to move the Scottish skirmisher unit on subsequent turns.

12) A Scottish heavy foot unit routed 5 hexes when their normal movement allowance is 2 hexes.

13) I moved a Scottish spear unit up to support another spear unit already in contact with the enemy. The supporting Scottish unit then "melee-ed" with the English unit even though it was not in contact with it! (BUG)

14) A Scottish spear unit was denied a clear hex within its movement range to attack a mounted English knight unit even though it was free to attack other English units in range.

15) A steady English cavalry unit routed a "fragmented" Scottish skirmisher unit and then automatically pursued it, moving through a hex next to a Scottish spear unit before making contact with another Scottish spear unit in an adjacent hex. On making contact the cavalry unit "fragmented".

16) An English archer moved one hex to make two targets available but was not able to shoot.

17) As the battle progressed it became clearer that some hexes could not be entered by any unit.

18) An English men-at-arms unit attacked a "fragmented" Scottish spear unit and routed it. The routed unit moved back 3 hexes and on the way "disrupted" a friendly unit that then proceeded to move forward into a hex containing an enemy unit. So there were two units in the same hex!

19) Scottish archers in range of English spearmen standing on a hill were not able to shoot over the heads of friendly soldiers at them.

20) By the end of the game there were 6 or 7 units that were "stuck" on the battlefield. They could not be moved or shoot although they were able to rally from time to time.

21) An English men-at-arms unit pursued a routed skirmisher and hit the side of a Scottish spear unit which then "fragmented".

22) Some English longbowmen units were able to enter the hexes of friendly units.

23) A light horse unit chased off two screening light foot crossbowmen but then continued into contact with an enemy HF unit. No melee took place. In the old version the LH would not have continued into the HF unit.

24) Is it compulsory to watch the replay of your opponent's turn before making your own? Or is it a setting I can alter?

25) I have just started a Vikings v Normans game and it is being played in a desert. Why is this even possible?

26) Using the chat facility and a previous message I sent to another player in a different game appeared in the chat box.

27) A crossbow unit shot through 2 hexes of woods to hit an enemy unit in open space beyond the woods. This would not be possible in the original game.

28) Artillery on a hill could not shoot over the heads of enemy skirmishers (not on a hill) to hit infantry or cavalry behind them. Line of sight would not be blocked in the original game.

29) A crossbow unit on a hill could not shoot over the heads of friendly troops (not on a hill) to hit enemy units. Line of sight would not be blocked in the original game.

30) Units on top of a hill, one clear hex back from the edge, cannot be seen by enemy units on lower ground.

31) A heavy foot infantry unit unsuccessfully pursued a routed light foot unit 4 hexes.

32) A light foot unit, unsuccessfully pursuing another light foot unit was still able to shoot at the end of that pursuit.

33) A light foot unit, unsuccessfully pursued by a heavy foot unit, was unable to move on its next turn and was then caught by the heavy foot unit and destroyed.

34) A disrupted pikemen unit routed a fragmented light foot unit, and after pursuing it, came into contact with another enemy light foot unit. The disrupted pikemen unit then fragmented and the new enemy light foot unit disrupted.

35) A routed pikemen unit still had a red sword symbol showing with combat odds.

36) A pursuing light foot unit moved into the hex behind an enemy heavy foot unit and disrupted it.

37) The deployment area has been reduced to three rows.

38) Accepted a paired challenge to play the official scenario "Second St Albans". In both games I am the Lancastrians.

39) The timing of the melees is wrong. In the old game you would move a unit into melee and you would hear the "fighting" and then the melee result would come up. In the new version the melee result comes up just as the units make contact. Sometimes the enemy unit will disappear instantaneously.

40) Woods do not seem to block line of sight. Archers can shoot straight through them.

41) I wanted to melee with an enemy unit in the woods but the trees blocked out my view of the combat odds.

42) Two identical steady HF defensive spear units were in combat with each other. One unit was given 2 die in the melee, the other was given 4.

43) A mounted cavalry unit "broke off" from a melee with a light foot unit.

44) A light foot unit moved through an enemy cavalry unit and then was able to shoot at that cavalry unit.

45) A light foot unit stopped in a hex adjacent to an enemy cavalry unit and did not melee with it.

46) There are no scenario descriptions anymore and the mini-map no longer shows the troops deployed in their starting positions.(DESIGN)

47) Units that come into combat via impact at angles other than front to front, do not change facing until the melee is resolved in the next turn. This changes game play.

48) In all the Viking DAG lists, the units labelled "Viking freemen with supporting archers" are missing their offensive spear melee weapons. (BUG)

49) There is no deployment phase in multiplayer DAG games.

50) The message window is far too small. (DESIGN)

51) The choice of evade requires the mouse right click option as per the earlier version in addition to the on screen button. (DESIGN)

52). Generals do not exert a command of control effect on their troops with respect to being able to double move after they themselves have moved. In other words troops in their command and control radius before they move can double move, but if the general moves troops that are brought into the command and control area, or remain in the command and control area, cannot double move.

53) Some of the new troop types are incorrect. Heavy foot models (Freeman with supporting archers) in the Viking list are in fact LF.

54) There is no option to surrender during a game.(DESIGN)

55) Shooting arcs for non-skirmishers now appear as a full circle around the element and do not show the shooting arc as per the old version.(DESIGN)

56) The map can move off screen when scrolling. It needs to lock at the map boundaries as per the old version.(DESIGN)

57) How do English archers deploy stakes?

58) It appears that Drilled and Undrilled HF have the same movement capability, which is incorrect.

59) In some multiplayer games the map is reversed after every move.

60) Saved games against AI have become unplayable. They are still there on the screen but cannot be loaded.

61) End of turn alignment to combat, cohesion tests, routing and rallying is impossible to follow as it happens simultaneously. The end of turn phase should follow and display a sequence, firstly by each action i.e. routing, rallying etc. and then during each action it should show the effected elements responses sequentially and not simultaneously.

62) The coloured base markers are too prominent. There should also be an option to remove them if desired (they look like skateboards).(DESIGN)

63) When turning a stationary English archer unit to shoot it automatically places stakes and cannot then shoot. This doesn't happen to other archer elements in the same game. I then moved the element one hex backwards and the back to its original hex and the stakes once again appear.

64) Archers with emplaced stakes can change facing and still shoot.

65) Heavy foot movement is inconsistent. I have just advanced a Roman legionary unit one hex in open ground and it is unable to turn.

66) On ending a turn in a multiplayer DAG game the screen went black and a message saying "Quitting to Main Menu" appeared but the game hung.

67) Light foot skirmishers cannot change evade setting after moving if they do not remain within the command radius of a leader. (BUG)

68) Dismounting (alternate form) is possible after the battle has started. (BUG)

69) Using Wolves of the Sea DAG in a non-multiplayer game; at deployment with the coloured bases ("skateboards") it is not possible to differentiate between the main force and the ally without reading the detailed troop descriptions of each element. No text actually states it is an ally. This is time consuming and will be a problem when using Indians with Indian allies. (BUG)

70) Allied troops can get double moves even if they are in control of the non-allied generals (only C-in-C, not sub-generals) and not their own general. (BUG)

71) During re-play, the evade statuses of your opponent's units are displayed. (BUG)

72) Skirmishers in woods (at the edge) remained 'hidden' after shooting. (BUG)

73) Fog of war and double moves are available in scenario games but not D.A.G. (BUG)

74) Units do not rout off the sides of the playing area. They hit the side and then rout towards the baseline and then come off. The problem is that a pursuing enemy pursues until the enemy is destroyed or reaches the base edge.(BUG)

75) A light Cavalry unit (bow + light spear) refused an order to charge, even though the target was a routing unit. I don't believe this was possible in the original?(BUG)

76) A chariot unit disrupted by archery was charged by an Elephant, and suffered a cohesion step loss in melee combat. Rather than becoming fragmented, it displayed "DD". On the following turn, after additional melee losses, it routed.(BUG)

77) Light cavalry unit refused to contact a camp. (BUG)

78) Sometimes it is not possible to move a unit at all. (BUG)

79) A mounted knight unit was able to move through a friendly HF unit. (BUG)

80) Light artillery units are able to move into melee contact with enemy units. (BUG)

81) There is no sound effect when a unit "anarchy" charges. (BUG)

82) A unit pursued a routed enemy unit even though it was still in contact with another enemy unit. (BUG

83) Result screen at the of a game does not always show the correct result. (BUG)
stockwellpete
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

No-one else getting any of these? Please add your own queries and observations to this thread so we can start to identify any major issues. :wink:
stockwellpete
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

23) A light horse unit chased off two screening light foot crossbowmen but then continued into contact with an enemy HF unit. No melee took place. In the old version the LH would not have continued into the HF unit.

24) Is it compulsory to watch the replay of your opponent's turn before making your own? Or is it a setting I can alter?

25) I have just started a Vikings v Normans game and it is being played in a desert. Why is this even possible?

26) Using the chat facility and a previous message I sent to another player in a different game appeared in the chat box.
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Re: Some issues I have just encountered in the game . . .

Post by NikiforosFokas »

13) I moved a Scottish spear unit up to support another spear unit already in contact with the enemy. The supporting Scottish unit then "melee-ed" with the English unit even though it was not in contact with it!
Yes happened to me also, many times.
Also i did not see to your points the following one. Watching the enemy's AI turn, when he moves ranged unit, after the move ends, it give me the choice to choose their tarhget. I mean my own units. Did not click on it to see if in fact you can shoot your units, but it seems like that because the little shield appers over your units.
For Byzantium!!
stockwellpete
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

NikiforosFokas wrote:13) I moved a Scottish spear unit up to support another spear unit already in contact with the enemy. The supporting Scottish unit then "melee-ed" with the English unit even though it was not in contact with it!
Yes happened to me also, many times.
Ok, that means it is a bug. Thanks.
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Re: Some issues I have just encountered in the game . . .

Post by Towerbooks3192 »

Stated in a different post, the break point handicap isn't working. Not sure if intentional or a bug. Also greyed out in the DAG battle but not working on scenarios.

Other than that I also have an issue where I finish a DAG battle I end up with a screen only with the FoG background with not clickable options or anything and I have to force quit the game. It happened a few times after a DAG battle.
stockwellpete
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

27) A crossbow unit shot through 2 hexes of woods to hit an enemy unit in open space beyond the woods. This would not be possible in the original game.

28) Artillery on a hill could not shoot over the heads of enemy skirmishers (not on a hill) to hit infantry or cavalry behind them. Line of sight would not be blocked in the original game.

29) A crossbow unit on a hill could not shoot over the heads of friendly troops (not on a hill) to hit enemy units. Line of sight would not be blocked in the original game.
stockwellpete
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

30) Units on top of a hill, one clear hex back from the edge, cannot be seen by enemy units on lower ground.

31) A heavy foot infantry unit unsuccessfully pursued a routed light foot unit 4 hexes.

32) A light foot unit, unsuccessfully pursuing another light foot unit was still able to shoot at the end of that pursuit.

33) A light foot unit, unsuccessfully pursued by a heavy foot unit, was unable to move on its next turn and was then caught by the heavy foot unit and destroyed.

34) A disrupted pikemen unit routed a fragmented light foot unit, and after pursuing it, came into contact with another enemy light foot unit. The disrupted pikemen unit then fragmented and the new enemy light foot unit disrupted.

35) A routed pikemen unit still had a red sword symbol showing with combat odds.

36) A pursuing light foot unit moved into the hex behind an enemy heavy foot unit and disrupted it.
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

39) The timing of the melees is wrong. In the old game you would move a unit into melee and you would hear the "fighting" and then the melee result would come up. In the new version the melee result comes up just as the units make contact. Sometimes the enemy unit will disappear instantaneously.
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

41) I wanted to melee with an enemy unit in the woods but the trees blocked out my view of the combat odds.

42) Two identical steady HF defensive spear units were in combat with each other. One unit was given 2 die in the melee, the other was given 4.
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Re: Some issues I have just encountered in the game . . .

Post by Grim.Reaper »

Not to interrupt this thread....but are all these issues being reported only for the new updated version just released or did these things also happen in the previous version? Just trying to understand if this new version has really taken things backwards or they just didn't improve upon already existing issues.
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Re: Some issues I have just encountered in the game . . .

Post by stockwellpete »

Grim.Reaper wrote:Not to interrupt this thread....but are all these issues being reported only for the new updated version just released or did these things also happen in the previous version? Just trying to understand if this new version has really taken things backwards or they just didn't improve upon already existing issues.
This is all about the new version.
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Re: Some issues I have encountered with the new version . .

Post by Grim.Reaper »

Thank you...so just to be clear....these 42 items used to work fine in the old version, but no longer work as intended in the new updated version? If so, that is really concerning and seems like the old version should be fully supported and sold until this version at least matches the old version in capability and defect resolution.
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Re: Some issues I have encountered with the new version . .

Post by stockwellpete »

Grim.Reaper wrote:Thank you...so just to be clear....these 42 items used to work fine in the old version, but no longer work as intended in the new updated version? If so, that is really concerning and seems like the old version should be fully supported and sold until this version at least matches the old version in capability and defect resolution.
Yes, basically that is right. One or two of them may be conscious design decisions but the overwhelming majority look like they are bugs.
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Re: Some issues I have encountered with the new version . .

Post by Grim.Reaper »

Ok thanks...hopefully with time this version can get back to where it used to be and then even move it forward...until then, I can't see myself investing in any additional content as I was originally planning to do after the update came out.
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Re: Some issues I have encountered with the new version . .

Post by bloodphoenix »

I would say the weirdest result I've personally seen (in my very first test game of Unity) was when a Chariot, already marked with a "D" from missle fire, was contacted in melee by a charging elephant. I (think) it took an additional step loss to cohesion due to the melee, at which point rather than being Fragmented and having the "D" turn into an "F", a second "D" was displayed.

I briefly thought this was meant to indicate "disorder" from being a mounted unit adjacent to an elephant, but no other mounted units adjacent had the display.

*Note that I say "I think" because the melee results happen so fast at this point that it is impossible for me to track what's happening, and I haven't yet figured out how to slow them down.
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Re: Some issues I have encountered with the new version . .

Post by Lysimachos »

I've had only two MP games with FoG(U) and incurred in these problems:

37) The deployment area has been reduced to three rows.

46) There are no scenario descriptions anymore and the mini-map no longer shows the troops deployed in their starting positions.(DESIGN)

49) There is no deployment phase in multiplayer DAG games.

56) The map can move off screen when scrolling. It needs to lock at the map boundaries as per the old version.(DESIGN)

60) Saved games against AI have become unplayable. They are still there on the screen but cannot be loaded.
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Re: Some issues I have encountered with the new version . .

Post by Jonathan4290 »

bloodphoenix wrote:*Note that I say "I think" because the melee results happen so fast at this point that it is impossible for me to track what's happening, and I haven't yet figured out how to slow them down.
Yes this is something that has been pointed out for at least the last year. There is a post somewhere in which Dan explained how to change but I don't see why the default speed can't be a normal speed like in the original. I'm sure there will be new players who will play game a few times, never check to see if it can be changed, and simply stop playing.
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Re: Some issues I have encountered with the new version . .

Post by MikeMarchant »

I've played with these settings, but still can't find a way to make things intelligible.


Best Wishes

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Re: Some issues I have encountered with the new version . .

Post by Shapeshifter878 »

46) There are no scenario descriptions anymore and the mini-map no longer shows the troops deployed in their starting positions.(DESIGN)
Maybe you know this by now, but scenario descriptions are shown by clicking on the mini-map. I just found out by accident and there should be some information to the user about this. Two tabs with "Map" and "Description" would be nice.
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